Mankind Divided might well have been (hopefully not permanently) the last nail in the coffin of the Deus Ex franchise, but I’ve always had a special appreciation for the game. The IP has been dead for several years, and although the industry tends to zombify such things, i don’t hold out much hope for a new title with the budget and care it deserves. Anyway, for better or worse, whether clumsy, incomplete, unintentionally comical, and slightly broken, Mankind Divided is an excellent game. Undoubtedly, a considerable improvement compared to Human Revolution, even if the intelligence factor, when it comes to narrative, is almost equally matched by stupidity. Relatively more self-contained than the others, Mankind Divided has a more modest structure, placing most of its missions in a sandbox located in Prague instead of an intricate journey around the world. Prague is a masterclass in design. A relatively large, complex, interconnected area, perfectly readable and easy to visually memorize, full of secrets and rewards for the curious and attentive. Exploring it is a complete delight. As one of the best examples of level design in immersive sims, Prague perfectly accommodates all traversal options available in the player’s skill tree, expands as new abilities are unlocked, and presents all its spaces functionally and purposefully, serving both gameplay and the narrative aesthetic the game communicates. It’s a dense playground of options and well-set, accommodating all the game systems and its narrative content in a way that never feels repetitive or restrictive. The dynamism of the gameplay drowns out any sense of boredom. I’ve finished the game three times, and this last one, I spent hours freely exploring every bit of the scenery, looking for additional rewards, side stories, and secrets, besides trying to do all the main and secondary material. And I still believe there are things left to discover, new strategies to experiment with, and different solutions to old puzzles. This is the type of game where you always feel you have multiple options available at every minute. And you never get lost or stuck for too long when encountering a problem. You’re always rewarded for your creativity. The systemic nature of the game, with easily identifiable enemies and obstacles and clear rules for manipulation, generates fantastic emergent situations that can easily be worked to your advantage. If you know what you’re doing (or not), it’s fantastic to be surprised by things you didn’t even know could be done. Objective markers are the most redundant thing you’ll find here. And I strongly recommend turning them off. Reaching objectives guided by the design of the environment is always viable and generally more rewarding. Your attention is golden. Let the game guide you, absorb the atmosphere and details. Enjoy the experience without rushing. The levels outside Prague are well-made too, but they don’t linger much, so it’s hard to instill a deeper appreciation for their experiences since most of the game’s content is located in the city. The mix of combat and stealth remains at the expected level of competence. You have to tolerate a bit of jank in some things, but overall it’s excellent. Combat is sharp and consistent, with lethal, relatively intelligent enemies, little ammunition available, and no random respawns or artificially designed areas to accommodate shootouts (making any fight in the game feel more organic and dynamic). Each fight can be costly, and you’re discouraged from head-on confrontations whenever enemies appear. Play the game on hard (Give me Deus Ex or I Never Asked for This), and you’ll have to respect the enemies and be as lethal and precise as possible whenever things go wrong. Stealth works especially well, with a cover system optimized for more stealthy operations and a myriad of new tools, both lethal and non-lethal, to assist in these endeavors. Jumping from one to the other is smooth, and combined with the movement mechanics, you have versatile and always fresh gameplay. Among the versions of the game I’ve had, I must have played almost 100 hours and still haven’t gotten tired of how fun it is to navigate this game. The other aspect of the game, and perhaps the most precarious part of the experience, has to do with the conversations and ultimately with the narrative itself. The writing isn’t necessarily bad, but it’s very inconsistent, featuring characters with artificial voices and personalities without much nuance or credibility to take their speeches seriously. It’s not uncommon to find characters whose intentions are hard to decipher or understand why they behave in certain ways or occupy certain positions within organizations. If the performances were more competent and the tone more identifiable, some of these figures might not sound so strange and out of place. The plot is relatively competent, presenting a simple but multifaceted conspiracy connected to the sociopolitical tensions of the universe’s background. This background is a bit forced to evoke allegories about racial segregation, apartheid, and the like. It’s somewhat poorly thought out and incomplete, with high-class citizens or those associated with large corporations being racialized, systematically oppressed, and isolated in ghettos and concentration camps, only to be ultimately eradicated from society. All this within two years… It’s a stretch, to say the least. Hardly convincing. It’s as if everyone suddenly became extremely stupid and adhered to the clumsy puritans of Human Revolution, hating prostheses and implants simply because they went through a collective trauma, whose main victims are exactly those they want to isolate. A bit of collective hysteria or angry discussions about regulation? Yes, that I accept. Racializing people with prosthetics, no matter which kind? Is just too ridiculous. “Cyberracism”/apartheid seems like interesting and provocative ideas to explore in this universe, but the execution wasn’t very good, and the result doesn’t say much about the subject itself, even though once you dive into the details of the newspapers, books, and articles, it proves to be much less stupid than it initially appears. They were more successful in addressing loaded issues through aesthetics and at least tried to extract real discussions from the allegory. About how the political game would work around such a case and what the sociopolitical and economic implications of such a gigantic schism would be. How billionaires, mega-corporations, and other power figures would take advantage of the crisis to thrive, and so on. It’s bad, but not as bad as Detroit Become Human. They probably failed due to a lack of time to tie up the details or a more incisive commitment to the argument. But hey, at least the subject is not as abstract as in Human Revolution. In my book, any story that invites its consumers to think about sociopolitical issues at any level, even if somewhat clumsy, is already better than the vast majority of power fantasies we see out there. And Mankind Divided is a power fantasy about being a super cyborg spy who shoots blades from his arms and steals beer from his neighbors… So it’s the best of both worlds, i guess. The gameplay more than sustains the experience, which otherwise would be somewhat mediocre. The graphics are passable, the music is wonderful, and in the end, it doesn't leave much to be desired. I definitely recommend it.
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